#include "CgeMath.h" #include #include #define EPSILON 0.00001f #define PI 3.14159265358979323846f int CgeRay2fIntersectLine(const float start[2], const float direction[2], const float line[3], float *t, float out[2]) { float tmp1[2]; float denom, time; /* Calculate intersection time */ denom = CgeVec2fDot(direction, line); time = (line[2] - CgeVec2fDot(line, start)) / denom; /* Check for ray/plane parallel to each other or point is behing the ray. */ if (fabsf(denom) < EPSILON || time < 0.0f) return 0; /* Compute intersection point */ CgeVec2fScale(direction, time, tmp1); CgeVec2fAdd(start, tmp1, out); *t = time; return 1; } int CgeRay2fIntersectTime(const float aStart[2], const float aDirection[2], const float bStart[2], const float bDirection[2], float *time1, float *time2) { float tmp1[2], tmp2[2], tmp3[2]; float denom; /* Rotate directions by 90 degrees and caluclate denom */ tmp1[0] = -aDirection[1]; tmp1[1] = aDirection[0]; tmp2[0] = -bDirection[1]; tmp2[1] = bDirection[0]; denom = CgeVec2fDot(tmp1, bDirection); if (fabsf(denom) < EPSILON) return 0; /* Calculate segments offset and intersection times */ CgeVec2fSub(aStart, bStart, tmp3); *time1 = CgeVec2fDot(tmp3, tmp2) / denom; *time2 = CgeVec2fDot(tmp3, tmp1) / denom; return 1; } int CgeRay2fIntersectRay(const float aStart[2], const float aDirection[2], const float bStart[2], const float bDirection[2], float *t, float out[2]) { float tmp[2]; float time1, time2; if (CgeRay2fIntersectTime(aStart, aDirection, bStart, bDirection, &time1, &time2)) return 0; if (time1 < 0.0f || time2 < 0.0f) return 0; CgeVec2fScale(aDirection, time1, tmp); CgeVec2fAdd(aStart, tmp, out); *t = time1; return 1; } int CgeRay2fIntersectSegment(const float aStart[2], const float aDirection[2], const float bStart[2], const float bEnd[2], float *t, float out[2]) { float tmp[2]; float time1, time2; CgeVec2fSub(bEnd, bStart, tmp); if (CgeRay2fIntersectTime(aStart, aDirection, bStart, tmp, &time1, &time2)) return 0; if (time1 < 0.0f || time2 < 0.0f || time2 > 1.0f) return 0; CgeVec2fScale(aDirection, time1, tmp); CgeVec2fAdd(aStart, tmp, out); *t = time1; return 1; } int CgeSegment2fIntersectLine(const float start[2], const float end[2], const float line[3], float *t, float out[2]) { float tmp[2]; float denom, time; /* Calculate intersection time */ CgeVec2fSub(end, start, tmp); denom = CgeVec2fDot(tmp, line); time = (line[2] - CgeVec2fDot(line, start)) / denom; /* Check for ray/plane parallel to each other or point is behing the ray. */ if (fabsf(denom) < EPSILON || time < 0.0f || time > 1.0f) return 0; /* Compute intersection point */ CgeVec2fScale(tmp, time, tmp); CgeVec2fAdd(start, tmp, out); *t = time; return 1; } int CgeSegment2fIntersectSegment(const float aStart[2], const float aEnd[2], const float bStart[2], const float bEnd[2], float *t, float out[2]) { float tmp1[2], tmp2[2]; float time1, time2; CgeVec2fSub(aEnd, aStart, tmp1); CgeVec2fSub(bEnd, bStart, tmp2); if (CgeRay2fIntersectTime(aStart, tmp1, bStart, tmp2, &time1, &time2)) return 0; if (time1 < 0.0f || time1 > 1.0f || time2 < 0.0f || time2 > 1.0f) return 0; CgeVec2fLerp(aStart, aEnd, time1, out); *t = time1; return 1; } int CgeRay2fIntersectBox2f(const float aStart[2], const float aDirection[2], const float bMin[2], const float bMax[2], float *t, float out[2]) { float timeNear, timeFar, hitNear, hitFar, denom, tmp; int i; timeNear = -1.0f / 0.0f; timeFar = 1.0f / 0.0f; /* Check if origin inside box */ if (!CgeBox2fContains(bMin, bMax, aStart)) { memcpy(out, aStart, sizeof(float) * 2); *t = 0.0f; return 1; } /* Check each axis for the minimal and maximum intersection time */ for (i = 0; i < 2; i++) { if (fabsf(aDirection[i]) < EPSILON) { if (aStart[i] < bMin[i] || aStart[i] > bMax[i]) return 0; continue; } denom = 1.0f / aDirection[i]; hitNear = (bMin[i] - aStart[i]) * denom; hitFar = (bMax[i] - aStart[i]) * denom; if (hitNear > hitFar) { tmp = hitNear; hitNear = hitFar; hitFar = tmp; } if (hitNear > timeNear) timeNear = hitNear; if (hitFar < timeFar) timeFar = hitFar; if (timeNear > timeFar || timeFar < 0.0f) return 0; } out[0] = aStart[0] + aDirection[0] * timeNear; out[1] = aStart[1] + aDirection[1] * timeNear; *t = timeNear; return 1; } int CgeSegment2fIntersectBox2f(const float aStart[2], const float aEnd[2], const float bMin[2], const float bMax[2], float *t, float out[2]) { float tmp[3]; float time; CgeVec2fSub(aEnd, aStart, tmp); if (CgeRay2fIntersectBox2f(aStart, tmp, bMin, bMax, &time, out)) return 0; if (time > 1.0f) return 0; *t = time; return 1; }